New Cleric Spells


PtolusPeopleOrganizationsMagicTechnologyRules
!

0 Level

1st Level
identify device
timeslip

2nd Level
chance’s grace
lock and load
lucky shot
nap

3rd Level
create firestone
karma
lucky break
repair device

4th Level
body clock
conjure device
fumble
time pool

5th Level
explosive shot
extraordinary luck
lucky day
skip day

Body Clock
4th-level transmutation (Time domain)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a kernel of corn, a drop of water, a stoppered glass bottle and a holy symbol)
Duration: 1 hour

This spell gives a single creature great control over the interplay between its body and time. This has the following effects:

  • The subject can ignore the effects of haste and slow spells, if desired.
  • Every hour, the subject’s exhaustion falls one level.
  • The subject gains the benefits of resting at twice the normal speed. (This is most effective when using higher level slots to cast this spell.)
  • The subject has a perfect internal clock for the duration, and can set a mental alarm to awaken it at any time in the duration. It can also time events perfectly, though other creatures do not necessarily have such a perfect sense of timing.
  • The subject’s breathing slows, allowing it to hold its breath ten times as long as normal and giving it advantage on saves against inhaled gases.
  • The subject regains 1 hit point every ten minutes, even if rendered to 0 hit points or below. (This will not generally take place in combat, except during especially long battles.)

At Higher Levels: When you cast this spell using a slot of 5th level or higher, the duration increases. If you use a 5th level slot, the duration becomes 2 hours; if you use a 6th level slot, it becomes 4 hours; if you use a 7th level slot, it becomes 8 hours; if you use an 8th level slot, it becomes 12 hours; and if you use a 9th level slot, the spell lasts 24 hours.

Chance’s Grace
2nd-level transmutation (Luck domain)
Casting Time: 1 action
Range: Self
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute

You call upon the power of luck to protect you from ill fortune. While affected by this spell, you never have to roll an extra die due to disadvantage.

At Higher Levels: When you cast this spell using a slot of 4th level or higher, the maximum duration increases. If you use a 4th level slot, it lasts concentration, up to 10 minutes; if you use a 6th level slot, it lasts concentration, up to 1 hour; and if you use an 8th level slot, it lasts concentration, up to 4 hours.

Conjure Device
4th-level conjuration (Technology domain)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a jewel worth at least as half as much as the device)
Duration: 10 minutes

You summon into being a mechanical device with which you are familiar. It appears within the range, as you decide. The device is in perfect working order and fully fueled or loaded, as the case might be.

Create Firestone
3rd-level conjuration (Technology domain)
Casting Time: 1 action
Components: V, S, M (at least 10 gp worth of coal)
Range: 30 feet
Duration: Instantaneous

You conjure a mineral called Firestone, which burns with great efficiency. This small stone weighs 1 lb. and can burn hotly for twenty-four hours. It is used to power some of the special equipment that can be found in Ptolus.

Explosive Shot
5th-level transmutation (Technology domain)
Casting Time: 1 action
Components: V, S
Range: Touch
Duration: Concentration, up to 1 minute

You temporarily transmute a firearm to fire explosive shots; each round it fires inflicts the weapon’s listed damage within a ten-foot spread. Those in the area can attempt a Dexterity save for half damage as if resisting a spell you cast.

Extraordinary Luck
5th-level transmutation (Luck domain)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute

When luck is on someone’s side, that person virtually cannot fail. Choose one creature within range. While this spell lasts, when that creature has advantage, it may roll three dice instead of two and select the best one.

At Higher Levels: When you cast this spell using a 7th or higher level slot, its duration increases. With a 7th level slot, the duration is concentration, up to 10 minutes; with a 9th level slot, the duration is concentration, up to 1 hour.

Fumble
4th-level transmutation (Luck domain)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute

When you cast this spell, you cause up to six creatures within range to have terrible luck with their attacks. Each victim of this spell automatically misses on a natural roll of 1-5. In addition, depending on the campaign, an additional effect happens on such a roll:

-If the game does not normally use a fumble system, the target’s turn immediately ends, it cannot use its reaction until after its next turn, and it loses its action on its next turn.

Identify Device
1st-level divination (Technology domain)
Casting Time: One hour
Components: V, S, M (a small metal spring)
Range: Touch
Duration: Instantaneous

The spell determines the single most basic function of each nonmagical target item, including technology and Chaositech. This includes how to activate that function (if appropriate) and how many uses remain (if any). For example, a demon gun would register as a “weapon,” while a spyglass would register as a “device for seeing faraway things.” Should a device have different functions that are equally basic, identify device determines the lowest-level function. If these functions are also of equal level, decide randomly which is identified.

Karma
3rd-level transmutation (Luck domain)
Casting Time: 1 action
Range: Self
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes

You trade bad luck now for good luck later. At any time while this spell is in effect, you may take disadvantage on an attack, check or save that you do not already have disadvantage on. In return, once before the end of the spell, you gain advantage on an attack, check or save. You may repeat this effect as often as you like, although the DM may rule that you do not gain future advantage from taking disadvantage on meaningless rolls (e.g. a Persuasion check against another PC or an ally).

Lock and Load
2nd-level transmutation (Technology domain)
Casting Time: 1 action
Components: V, S
Range: Touch
Duration: Concentration, up to 1 minute

For the duration, all firearms you touch are loaded and ready to fire. This spell conjures the ammunition and the powder needed. Touching a firearm is a move action.

This spell proves particularly useful with cannons.

Lucky Break
3rd-level transmutation (Luck domain)
Casting Time: 1 reaction
Range: 60 feet
Components: V, S, M (a holy symbol)
Duration: Instantaneous

When you or an ally are hit by an attack or fail a saving throw, you can use your reaction to cast this spell to give the victim of the attack or failed save a lucky break. Against that target only, the attacker or spellcaster rolls twice the normal damage dice for the attack or save, then discards the half of the dice showing the highest numbers.

At Higher Levels: When you cast this spell using a 5th or higher level slot, you can protect more than one creature from the same attack or effect. When you use a 5th level slot, you can protect two creatures; when you use a 7th level slot, you can protect up to four creatures; and when you use a 9th level slot, you can protect up to eight creatures from the same attack or effect.

Lucky Day
5th-level transmutation (Luck domain)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a holy symbol)
Duration: Until the next dusk

You grant a creature a lucky day. Until the next dusk, the target has 3 luck points. Whenever it makes an attack, check or save, it can spend one luck point to roll an additional d20. It can choose to spend one of its luck points after rolling the die but before determining the results, and it chooses which of the d20s to use. It can also spend a luck point when an attack roll is made against it. It rolls a d20, then chooses whether to use its result or the attacker’s. If more than one creature spends a luck point to influence the outcome of a roll, the effects cancel each other out, even if they both wanted the same result.

Lucky Shot
2nd-level transmutation (Luck domain)
Casting Time: 1 bonus action or 1 reaction
Range: 10 feet
Components: V, S, M (a holy symbol)
Duration: Instantaneous

When you hit with a weapon attack against a creature within range, you can cast this spell with your bonus action (on your turn) or your reaction (off your turn). Roll one extra damage die for the weapon and discard the lowest die.

In addition, if you use this spell when the triggering attack is a critical hit, you roll one extra severity die and discard the lowest.

At Higher Levels: When you cast this spell using a 3rd or higher level slot, you increase the range at which it can be used to 30’. If you cast it using a 4th or higher level slot, you can cast it as a reaction to an ally hitting a target within range.

Nap
2nd-level transmutation (Time domain)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a holy symbol)
Duration: 30 minutes

By means of this spell, up to 8 willing creatures, including yourself, fall into a deep, restful sleep for the spell’s duration. When they awaken, they gain the benefits of a short rest.

At Higher Levels: When you cast this spell using a slot of 3rd or higher level, the duration decreases, allowing for a shorter nap. If you use a 3rd level slot, the nap takes only 20 minutes; if you use a 4th level slot, the nap takes only 10 minutes; and if you use a 5th or higher level slot, the nap takes only 5 minutes.

Repair Device
3rd-level transmutation (Technology domain)
Components: V, S
Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You automatically repair one broken device, restoring it to full working condition (assuming that at least 80 percent of the original device is still on hand). The device may still need fuel or ammunition. Repair device does not work on Chaositech devices.

Skip Day
5th-level transmutation (Time domain)
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a holy symbol)
Duration: Instantaneous

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, forward 1 day in time. If the space a target of this spell would arrive in is occupied at the time of its return, it take 6d10 force damage and appears in the nearest unoccupied space.

Time Pool
4th-level divination (Time domain)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pinch of powdered quartz, a reflecting pool of liquid and a holy symbol)
Duration: 1 minute

This spell shows you (and other observers) an image in the surface of a reflective pool of liquid. You choose a specific event that took place within the last week, and the time pool shows you images and provides sounds that you would have seen and heard had you been at the event observed for the duration.

At Higher Levels: When you cast this spell with a 5th or higher level slot, you can peer deeper into the past. When you use a 5th level slot, you can peer back a month; with a 6th level slot, you can peer back six months; with a 7th level slot, you can peer back a year and a day; with an 8th level slot, you can peer back a decade; and with a 9th level slot, you can peer up to a century into the past.

Timeslip
1st-level transmutation (Time domain)
Casting Time: 1 action
Range: Self
Components: V, M (a holy symbol)
Duration: Instantaneous

This spell transports you 1 round forward in time. You do not change location, but if the space you would arrive in is occupied, you take 2d10 force damage and instead arrive in the nearest unoccupied space.

At Higher Levels: When you cast this spell using a slot of 2nd level or higher, you teleport 1 additional round into the future for each level of the slot above 1st, and any force damage you take from arriving in an occupied space is increased by 1d10 per level of the slot above 1st.


PtolusPeopleOrganizationsMagicTechnologyRules

New Cleric Spells

Ptolus, City by the Spire UselessTriviaMan